Java Game Programming for Dummies

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Java Game Programming for Dummies - Finally, a book that combines Java and fun! With straightforward explanations and tons of ready-to-use chunks of Java game code, Java Game Programming For Dummies plunges you right into the heart of cutting-edge game design.

Inside, find helpful advice on how to Use Java's powerful toolkit of ready-to-go game components Enhance your games with Java's multithreaded capabilities Create realistic fantasy worlds by using texture-mapping techniques Give your games a professional look by using advanced imaging techniques and seamless animations Discover the magic of object-oriented programming (OOP) and see how it dramatically simplifies game design. Download free Java Game Programming for Dummies here

Killer Game Programming in Java

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Killer Game Programming in Java - Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.

Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects. Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java. Download free Killer Game Programming in Java here

C++ Without Fear: A Beginner's Guide That Makes You Feel Smart (2nd Edition)

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Many years ago, when I had to learn C overnight to make a living as a programmer (this was before C++), I would have given half my salary to find a mentor, a person would say, “Here are the potholes in the road...errors that you are sure to make in learning C. And here’s how to steer around them.” Instead, I had to sweat and groan through every error a person could make.

I’m not just talking about programmers who can write or writers who can program. Each of those is rare enough. Much rarer still is the person who is programmer, writer, and teacher—someone who will steer you around the elementary gotchas and enthusiastically communicate the “whys” of the language, including why this stuff is not just useful but, in its own way, kind of cool. It’s hard to find such a person. But way back then, I swore this is the person I’d become.

Later, at Microsoft, I started in tech support and testing and worked my way into management. But my most important job (I felt) was explaining new technology. I was sometimes the second or third person in the world to see a new feature of a programming language, and my job was to turn a cryptic spec into readable prose for the rest of the universe to understand. I took the goal of “make this simple” as not just a job but a mission.

What’s different about this book is that I’m an advocate for you, the reader. I’m on your side, not that of some committee. I’m aware of all the ways you are “supposed” to program and why they are supposed to be better (and I do discuss those issues), but I’m mostly concerned about telling you what works. This book assumes you know nothing at all about programming—that you basically know how to turn on a computer and use a mouse. For those of you more knowledgeable, you’ll want to breeze through the first few chapters. Download free C++ Without Fear: A Beginner's Guide That Makes You Feel Smart (2nd Edition) here

Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition)

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I wrote the original edition of Effective C++ in 1991. When the time came for a second edition in 1997, I updated the material in important ways, but, because I didn’t want to confuse readers familiar with the first edition, I did my best to retain the existing structure: 48 of the original 50 Item titles remained essentially unchanged. If the book were a house, the second edition was the equivalent of freshening things up by replacing carpets, paint, and light fixtures.

For the third edition, I tore the place down to the studs. (There were times I wished I’d gone all the way to the foundation.) The world of C++ has undergone enormous change since 1991, and the goal of this book — to identify the most important C++ programming guidelines in a small, readable package — was no longer served by the Items I’d established nearly 15 years earlier. In 1991, it was reasonable to assume that C++ programmers came from a C background. Now, programmers moving to C++ are just as likely to come from Java or C#. In 1991, inheritance and object-oriented programming were new to most programmers. Now they’re well-established concepts, and exceptions, templates, and generic programming are the areas where people need more guidance. In 1991, nobody had heard of design patterns. Now it’s hard to discuss software systems without referring to them. In 1991, work had just begun on a formal standard for C++. Now that standard is eight years old, and work has begun on the next version.

To address these changes, I wiped the slate as clean as I could and asked myself, “What are the most important pieces of advice for practicing C++ programmers in 2005?” The result is the set of Items in this new edition. The book has new chapters on resource management and on programming with templates. In fact, template concerns are woven throughout the text, because they affect almost everything in C++. The book also includes new material on programming in the presence of exceptions, on applying design patterns, and on using the new TR1 library facilities. (TR1 is described in Item 54.) It acknowledges that techniques and approaches that work well in singlethreaded systems may not be appropriate in multithreaded systems. Well over half the material in the book is new. However, most of the fundamental information in the second edition continues to be important, so I found a way to retain it in one form or another. (You’ll find a mapping between the second and third edition Items in Appendix B.) Download free Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition) here